I'm trying something different with this #Dungeon23 update, fewer but more meaty entries, so I'm not spamming you with a handful of rooms. I'm not sure if it's better.
Anyway, here's the first half(ish) of Level Two!
52. This was some sort of dressing room for cult priests. A pair of BLUEROBES noodle around in here and may try to hide among the rags if they hear the characters approaching, getting their full 1-3 surprise chance. Three of the cultist outfits are in much better repair than the rest, made of some sort of special material that resists decay; each is worth 300sp.
53. Cultists would wash here before donning their sacred robes. Stone basins contain nothing but cobwebs and dust.
54. One GREENROBE and two YELLOWROBES pootle around between here and 63.
55. The door is locked and fortified with metal bars, so it takes two very noisy Turns to bash down. Inside are two chests, one containing 408sp and one containing 40gp.
56. Three chests contain the cult's real treasures, and four ARISEN TEMPLE GUARDIANS that attempt to prevent any entry to the room. One chest contains 676sp, one contains 304gp, and the last contains five gems of varying size and value; a ruby worth 500sp, a pearl worth 100sp, and an amber, amethyst, and opal, each worth 50sp.
The thumb-sized ruby has a vague hint of magic about it, although it seems to have no specific enchanted properties. It is one of the missing gems from the CROWN OF ETLUZ PEQZUS.
57. What looks like a ball of multicoloured cloth, about 3' in diameter, spins and wobbles in the centre of the room, about 4' from the ground. Every sunset, it spurts out a random *ROBE, complete with weapon.
The sphere has the equivalent of 126 Hit Points, takes half damage from bludgeoning or crushing weapons and double damage from fire, and saves as a Level 14 Fighter. If destroyed, no more *ROBES will appear in the dungeon.
Interfering with the ball draws the attention of the *ROBES from 52, 58, and 74.
58. Four REDROBES and two BROWNROBES pay zero attention to the faded murals of serpents and trees that decorate the walls.
59. Three ARISEN TEMPLE GUARDIANS stand here, motionless. They attack if an attempt is made to open the door to 55.
60. A very confused ARISEN PRIEST shambles about in here, bumping off the walls and muttering in its extinct language about "whippersnappers". It is easily surprised on a roll of 1-3 on 1d6. The wretched old thing is naked aside from a bejewelled silver holy symbol -- a tree with a serpent entwined in its branches -- worth 510sp.
61. This room is empty and featureless. Searching always reveals the southern secret door first, unless a deliberate effort is made to search the north wall.
62. A DIMENSIONAL FISHER lurks in the ceiling here, waiting to pounce. It ignores *ROBES because they are not meaty enough to eat.
63. This room is empty aside from dust and debris. Tiny whirlwinds of dust form now and then from the breeze coming via locations 66 and 73.
64. The first time a character steps off the spiral staircase from 18 a deep voice booms "BEWARE!" Characters feel the voice in their minds, rather than hear it, and each understands it in their mother tongue. Henchmen and retainers should make a Morale test to avoid fleeing.
65. The north wall is decorated with a life-size carving of a humanoid with a serpent head. Searching reveals a lever inside the serpent's mouth; the lever opens the secret door, but also triggers the jaws to clamp shut and trap the hand of the, er, manipulator? Releasing the lever releases the hand, but also closes the door. There is no way to open the door from the other side.
66. A YELLOWROBE, a GREENROBE, a BROWNROBE, and a BLUEROBE stand guard here, watching the bridge. Five small decorative alcoves line the top of the north wall, about 8' up. In the fourth alcove, concealed by centuries of spider webs, is a metal box containing 1000sp.
67. Two BROWNROBES lurk here, ready to chuck fireballs across the chasm.
68. A 3' statue of a six-armed holy warrior is propped in the south-east corner; the base and three of the arms are broken and the statue seems to have been dragged here from elsewhere. It is super heavy, counting as two Oversized items. This is because it is made of silver and is studded with gems, all of which is covered with a layer of plaster. Anyone with Architecture 2+ recognises that there's something fishy about the statue. It is worth 470gp.
69. An old meditation room, with small wooden benches, the dusty remains of pillows, and fragile, ragged strips that once were curtains.
70. Another old meditation room, in similar condition to 69. A hidden space under a flagstone contains a jewelled collar worth 10000sp. Another space under another flagstone conceals a pendant worth 12000sp. Wow!
71. A dusty but grand secondary temple, with statues of figures recognisable as versions of those in location 02, except their features have a hint of the... reptilian to them. A stone altar at the western end of the room has been split in two by some great force.
72. Three small -- about 2' square -- windows look out over the dark chasm. The wall around the central window has become weak with age, clear to anyone searching for a Turn or succeeding on an Architecture roll. Anyone peering out should save versus Paralysation to avoid the structure collapsing; on an even failure they are pummelled by falling blocks, taking 1d10 damage; on an odd failure they fall into the chasm, for which see XX.
73. This stone bridge has collapsed. Lit torches can be seen at the other end.
74. The remains of some sort of office or study. A BLACKROBE chills out in here, accompanied by a GREENROBE. Scattered amongst the wreckage are eight fancy scroll cases; the contents are long gone, but the cases are worth 100sp each. The BLACKROBE has a +2 two-handed sword callled EYEKILLER.
75. A 2' deep depression in the floor may have been some sort of baptismal pool at some point, but is now full of dust and spiders.
76. Underneath a small pile of rubble, worryingly close to the edge, is a Bluestone Key.
77. A glowing blue circle carved into the floor radiates teleportation magic. A character entering the circle is zapped to room 78.
78. A glowing blue circle carved into the floor radiates teleportation magic. A character entering the circle is zapped to room 77 and perhaps develops a feeling of deja vu.
79. The lower level of the library (location 35). The books and scrolls here are all rotten and useless, and there is a thick layer of damp moss over the floor and what's left of the furniture.
80. The secret library, accessed from locations 36 and 38. The door is locked, the key long missing. Four ARISEN TEMPLE GUARDIANS stand motionless around a stack of seven stone tablets; they attack only if an attempt is made to take the tablets, and are relentless in pursuit of thieves.
The tablets are the original texts of the cult that built the temple and although the content is more or less identical to that written in their holy books, the tablets are in the original language of the cult, and the entire text has survived the centuries, unlike the paper copies. Each tablet is worth 100sp to a historian, surviving member of the cult, or other weirdo with niche interests. The language is not spoken by anyone alive today.
81-82. A PINKROBE, two GREENROBES, and four REDROBES patrol between these two old and ruined store rooms.
Quality stuff, and interesting world/lore building!
ReplyDeleteWhether you do a post about seven rooms once a week or one big post once a month, it's fine either way with me. I'm finding the layout and all the little things you've sprinkled through very interesting. I especially like the idea behind rooms 77 and 78, since I've known some people that would probably waste time just zapping back and forth between them to annoy everyone else in the party.
ReplyDeleteThank you! I think this might be too much in one go, but I'm glad it wasn't too overwhelming!
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